You're exactly right, there are many scenarios that make this tricky: GameMoment, walkmesh reachability, etc. Other examples might be "whether you have a Gold Chocobo", "whether you have a key item in your inventory", "whether Vincent is in your party", "how many Fort Condor battles you've fought". Anyway, yeah, you might think of this as "extra dimensions", or maybe it could be implemented as "conditions" tagged to a link?

And yeah, there's a lot of trickiness involving how to connect field maps together. For example, initially, my graphs were connecting Kalm and Nibelheim together, because when your party reaches the inn in Kalm and when Cloud tells everyone about the back story, the game (field script) performs mapjumps between the Kalm and Nibelheim field flevels (flashbacks). Another problem is (I think you guys may have already pointed it out) some of the coordinates are "relative coordinates", like 33=Yuffie encounter, 45=Leaving Highwind, etc.

You can zoom and pan with your mouse. (Didn't test on mobile device, not sure how well that page works on a phone.)

Here's a screenshot in case it doesn't work in your browser:

The data is not clean, so you'll see a lot of "bugs" in the graph, but it's definitely "interesting".

Like codemann8 alluded to, it probably doesn't make sense to try to put all the nodes on a single graph like this, it would probably be better to split it into smaller sections. But here it is anyway. /shrug

That's very cool, here's what I was working on before I put the project on a shelf for now. Mind you, this is a tool I made for myself to manually build graphs, not meant to be public, however, without the password you'll not be able to make changes, but you can view the map groups I have built already. Also, hovering over the nodes will give you the image of the map. It's very much unfinished but a start. Click the groups in the upper right listbox.

How do you decide the boundaries of a group? Is it automatic, or are you adding the nodes manually, via the tool itself? Looks like the latter? And I'm guessing that each group is basically a section of a walkthrough/ guide? Like, if we compare to the Prima Strategy Guide book, you'd have like 1 group per chapter?

Basically, I have a table that I store all known possible map jumps, even including the unreachable scripts as I have no good logical way to disregard them. Then, I create a new group and manually add any map to it, it will show the map I added as a green node (meaning it's now within the group) and it will also auto add red nodes, which are the known jumps that are possible from that map, then with a series of left and right clicks, I can make any of those red nodes green (adding to the group, and then adding more red nodes off that), and also remove nodes that are definitely not possible ways out of the group (at that moment of the game). This process is also the same for specifying whether it's bidirectional or one way.

And yes, the grouping is manually controlled, meant for segmenting it into portions that a walkthrough may have. It's possible, if I keep the groups small enough, that multiple walkthrough authors can utilize this site to show their walkthrough on, they might combine some of these groups into one paragraph, so two node groups would merge and the site would basically combine the enemy bestiary stats and what-not accordingly.

Hey codemann8, your tool shows an image of the actual background. Are you generating the image directly from the tiles in the data, or are you getting it from some other outside source? (Those images would be really useful for a project I'm working on.)

The field map images are stored within the field map files themselves. Same as how Makou Reactor extracts the background image. The caveat is that any field models that exist, that appear to be part of the background, won't be there, and there's not any good way to display those without a TON of work.

I think I might have just used MR to mass extract all the field map images tbh.

I actually have a way to display field models in a webpage. The Kujata project translates the field graphics models and animations to glTF, and you can use a library like THREE.js to display the models and animations.

Whoa, I didn't see Makou Reactor's Mass Extract feature, until you just pointed out that it exists. Thanks a bunch! I'm going to try that right now!

If you do manage to discover where the WM formation data is stored in the PSX file, then try also to find the Yuffie Encounters. They've always alluded me, and I've had to resort to TFerguson's FAQS for that info.

Anyway, field map IDs 1 ~ 64 are all shortcut-jumps to various places on the World Map. Using a placeholder ID for the World Maps as a Field Map means that the devs could easily assign a Field Map ID as the jump, without having to input the x,y,&z coordinates for the WM each time.

By the way, to get a little technical, there's a slight difference between the world map coordinates for entering and exiting a place. For example, when you exit a town from a field script to the world map, you typically appear at a very specific coordinate, slightly away from the town, and the main menu says your location is something like "Outside Kalm". However, to re-enter the town, you don't go to that exact same coordinate ("slightly away from the town"), you go to the location of the town itself. (And I assume you don't have to go to an exact coordinate, but more like a small area, perhaps triggered by a mesh triangle or a set of trigger lines.)

And of course there are the "special" scenarios where, instead of going to a specific coordinate, you go to something like "last field map location" or "relative location" (e.g. getting Yuffie, exiting Highwind, etc.)

I believe what i found earlier in the thread is that there are coordinate walkmeshes, that when entered, a script triggers and determines the field map to enter. There is an unknown parameter with a value 1 thru 4 that triggers within a walkmesh, and depending on that parameter it will go to a different area. This part I haven't investigated as to what it is exactly. For instance, the same walkmesh can bring you to the Zolom hung in a tree and also into Mythril Mines, but both have a different parameter tied to it. This you can see earlier in the thread.